The Modern Path: Heroes of the Modern World 2.0 (PFRPG) PDF

We did not want to reinvent the wheel; we just wanted to make it roll smoother on the modern highway (maybe with some low-pro bling 22’s). The rules system in the Modern Path – Heroes of the Modern World RPG is, what we feel, an evolutionary step forward for a system that has already proven to be excellent in another genre. Thanks to the wonderful OGL, we admit that most of the work was already done. What we have focused on is making a system that is versatile, as is fitting for the modern times.

Because of globalization, characters in a modern setting should not be “pigeon-holed” into classes or areas of knowledge. We offer only one base class – the Modern Hero, a framework upon which to build. It is then up to the player to build his own unique character, and to have the freedom to shape that character as it advances through the levels of experience. So, versatility and freedom of choice... Let’s make that our hallmark.

Now go on, grab those core rules, get your dice ready & boot up that laptop...quit wasting time reading intros!

We are going to upgrade the pdf to the new Hero Lab logo, so I think it is also a good time to do any rule upgrades, bugs and/or fixes also. Please let me know if you find anything and/or would like to see any rule changes.

Is there any way I would be able to preview this before I purchase it? Not that $3.99 is a lot of money but I would like to see if I like the changes you made. I've looked over the beta and I've been waiting to see where you are going to take this.

I have been working on the new magic book and got to the feats and I am kind of stuck. For the most part everything has been covered. Is there anything you would like to see in the Modern Path: Magic?

Honestly (and I don't know if this is what your asking or not) But what I would like to see most in a modern magic supplement is a good bit of advice on using the core spells in a modern setting. This is one area I don't think has ever been given the proper treatment. Just a good chunk of advice on how to make the core spells fit without being overpowering and how they could mesh with modern tech...

That's cool, I really don't see a need in re-hashing the same spells, feats, etc. I think they can work fine in the modern setting with a few minor adjustments. I think you are right, I need to find a way to use what is already there.

@Saurstalk Your review seems to have a couple of things that I would like to address as a fellow d20Modern player.

1 - The use of DR in place of armor is a choice they decided to use, and if you read Ultimate Combat you could easily translate any armor to use DR.

2 - If you are trying to bring things in from d20 Modern then why don't you just use the Wealth to USD tables in d20 Modern. It shows you what the USD equivalent is for almost all conceivable Wealth Scores, and it is located in the Core d20 Modern book.

3 - Now this is something, but with the time required to make just 1 NPC using this system it is easy to understand why they didn't make a whole chapter with them. Now I personally, as well as a few others, have had the thought to produce an NPC book for the Modern Path.

So here are a few simple answers to your questions you addressed in your review.

Also I would just like to apologize to the GRC Team, I keep meaning to give the book a thorough read through and a review but I just can't ever seem to find the time to just sit down and read. If the book was in print it would make it so much easier, would it be possible to have this available as a print on demand through something like Lulu.

Edit: Just found out that you can get a print version from DriveThru RPG. So that answers me that question.

Edit #2: Is there a current Character Sheet that is downloadable somewhere? Cause it doesn't look like there is one located in the PDF or on your Website anymore.

Thank you for the QA, yep it is POD at RPGNow and we are waiting for the color print to get approved. I did have it on Lulu, but the print proof game back a little off, (the book spine print was too big), so I had to re-send and wait for the print proof again.
NPC's and settings, well once we finish up the magic book, I will post some. Keep in mind we are a very small company, (really just 4 gamers doing this in our free time). We do have a dataset for Hero Labs, so that will help a lot in making PC and NPC.

I noticed recently that the new skills in The Modern Path are meant to sit alongside the existing skills in the Pathfinder RPG.

Now, for Modern Heroes class skills aren't a big deal, just pick six (modified by your traits, etc.) and those are your class skills. But what about traditional Pathfinder classes used in a Modern Path game?

So, I'd like to humbly ask Game Room Creations if they could put together some sort of list (a web enhancement, perhaps) charting which of the new skills are class skills for the twenty-seven Pathfinder classes (e.g. the five NPC classes, the eleven base classes in the Core Rulebook, the six in the APG, the magus, the gunslinger, and the anti-paladin, ninja, and samurai).

If you ever do a military or law enforcement supplement, email me at samhammondmaclay@gmail.com and I will answer every question you have. If you do a future supplement, the same applies. I am also available for idea mining.